TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021

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TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
TAKE-TWO INTERACTIVE
SOFTWARE, INC.
(NASDAQ: TTWO)

NOVEMBER 2021

                       1
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
CAUTIONARY NOTE: FORWARD-LOOKING STATEMENTS

The statements contained herein which are not historical facts are considered forward-looking statements under federal securities laws
and may be identified by words such as “anticipates,” “believes,” “estimates,” “expects,” “intends,” “plans,” “potential,” “predicts,”
“projects,” “seeks,” “should,” “will,” or words of similar meaning and include, but are not limited to, statements regarding the outlook for
the Company’s future business and financial performance. Such forward-looking statements are based on the current beliefs of our
management as well as assumptions made by and information currently available to them, which are subject to inherent uncertainties,
risks and changes in circumstances that are difficult to predict. Actual outcomes and results may vary materially from these forward-
looking statements based on a variety of risks and uncertainties including: the uncertainty of the impact of the COVID-19 pandemic and
measures taken in response thereto; the effect that measures taken to mitigate the COVID-19 pandemic have on our operations, including
our ability to timely deliver our titles and other products, and on the operations of our counterparties, including retailers and distributors;
the effects of the COVID-19 pandemic on consumer demand and the discretionary spending patterns of our customers, including as the
situation with the pandemic continues to evolve; the impact of reductions in interest rates by the Federal Reserve and other central banks,
including on our short-term investment portfolio; the impact of potential inflation; volatility in foreign currency exchange rates; our
dependence on key management and product development personnel; our dependence on our NBA 2K and Grand Theft Auto products
and our ability to develop other hit titles; our ability to leverage opportunities on PlayStation 5 and Xbox Series X; the timely release and
significant market acceptance of our games; the ability to maintain acceptable pricing levels on our games; and risks associated with
international operations.

Other important factors and information are contained in the Company’s most recent Annual Report on Form 10-K, including the risks
summarized in the section entitled “Risk Factors,” the Company’s most recent Quarterly Report on Form 10-Q, and the Company’s other
periodic filings with the SEC, which can be accessed at www.take2games.com. All forward-looking statements are qualified by these
cautionary statements and apply only as of the date they are made. The Company undertakes no obligation to update any forward-
looking statement, whether as a result of new information, future events or otherwise.

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TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
COMPANY OVERVIEW

            Leading developer, publisher and marketer of interactive entertainment,
                 the strongest growth segment of the entertainment industry.

  CONSOLE
                 X                   X                  X
    PC
                 X                   X                  X
  MOBILE
                 X                   X                                    X

                                                                                      3
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
OUR APPROACH

              OUR STRATEGY                               OUR CORE TENETS

    To develop the highest-quality,                    CREATIVITY
      most compelling interactive
    entertainment franchises in the
       business and deliver them                      INNOVATION
     on platforms that are relevant
            to our audience.
                                                       EFFICIENCY

                      OUR STRATEGIC ADVANTAGES TO DRIVE GROWTH

• World-class creative teams
• Culture of empowering our talent to enable creative expression
• Diverse portfolio of the highest-quality intellectual properties in the business
• Best in class global marketing and sales distribution
• Leading technology, including creative tools and enhanced data analytics

                                                                                     4
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

                              12 SERIES WITH INDIVIDUAL TITLES THAT HAVE SOLD-IN OVER 5 MILLION UNITS

                                                           3 TOP-200 GROSSING MOBILE GAMES*

                                                     DRAGON CITY       MONSTER
                                                                       LEGENDS
* Source: App Annie, iOS and Google Play combined.

                                                                                                        5
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
EXPANDING DEVELOPMENT CAPACITY

                                    Significantly expanding our development staff headcount
                              to support our pipeline, which is the largest in our company’s history.

                                                DEVELOPMENT STUDIO STAFF HEADCOUNT *

                                                                                                        5,046

                                                                                                4,301

                                                                                       3,447
                                                                              3,269

                                                                    2,579
                                                   2,119    2,187
                               1,808    1,855
        1,653

         2012                  2013      2014      2015     2016     2017     2018      2019     2020   2021

* As of March 31 each year.

                                                                                                                6
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
EXPANDING MARKET OPPORTUNITY

                                                                GLOBAL VIDEO GAME MARKET (in Billions)

                                                                                                                      $278B       $286B
                                                                         $253B                     $266B
                                                   $233B
              $208B

                 2020                                  2021                   2022E                2023E               2024E      2025E

                                                       Mobile    Digital PC      Digital Console     Physical SW (Console + PC)

Source: IDG Consulting, February 2021. Excludes hardware.

                                                                                                                                          7
TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
GAMING INDUSTRY HAS STRONG SECULAR TAILWINDS

                                                                                  6%                      Average age of a gamer is
                         There were
                                                                                Total global               35-44
      2.8 BILLION                                                           video game players
                                                                           CAGR from 2015-2020           YEARS OLD
                  global video game
                    players in 2021
                                                                      Mobile gaming market represented

                                                                             ~$120                       495 MILLION
                                                                                                            Estimated size of the

                  28                                                        BILLION                        global eSports audience
                                                                                                           in 2020, surpassing the
                                                                         in Gross Bookings in 2020           global audience for
               BILLION                                                                                     many traditional sports

               HOURS                                                          Gaming is poised
                                                                               to become the
       of gameplay watched across
         Twitch, Youtube Gaming                                                    #1                             75%
          and Facebook Gaming                                                                             of all U.S. households have
                                                                           entertainment vertical
                  in 2020                                                                                  at least one person who
                                                                                   in 2021
                                                                                                              plays video games

Source: IDG Consulting, ESA, Newzoo, Streamlabs and Stream Hatchet.

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TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
ROCKSTAR GAMES
• Groundbreaking blockbuster titles
• Focused on internally owned and developed IP
• 10 internal studios

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TAKE-TWO INTERACTIVE SOFTWARE, INC - (NASDAQ: TTWO) NOVEMBER 2021
ROCKSTAR GAMES: DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

                            The Grand Theft Auto Series

                             • One of the most successful, iconic and critically
                               acclaimed brands in all of entertainment
                             • Pioneered the open-world genre
                             • Series has sold-in over 355 million units

                            Grand Theft Auto V

                             • Over 155 million units sold-in to date
                             • Reached $1 billion in retail sales faster than any
                               entertainment release in history
                             • Best-selling game of the decade in the U.S.,
                               based on both unit and dollar sales*
                             • Expanded and enhanced version (for Gen 9
                               consoles) launching in March 2022

                            Grand Theft Auto Online

                             • Constantly evolving
                             • Regular release of free updates (over 40 to date)
                             • Free with every copy of Grand Theft Auto V
* The NPD Group.
                             • Standalone version launching in March 2022

                                                                                    10
ROCKSTAR GAMES: DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

                                                                                          The Red Dead Redemption Series

                                                                                           • Series has sold-in nearly 62M units worldwide
                                                                                           • Red Dead Redemption 2 sold in over 39M units
                                                                                           • Red Dead Redemption 2: 2nd best-selling title in
                                                                                             US in past 3 years based on dollar sales*
                                                                                           • Red Dead Online free with every copy of
                                                                                             Red Dead Redemption 2
                                                                                           • Released standalone version of Red Dead Online
                                                                                             in December 2020

* The NPD Group, Retail & Digital Games Tracking Services: 3 Years ending January 2021.

                                                                                                                                                11
ROCKSTAR GAMES: DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

L.A. Noire                                                        Midnight Club
                11 SERIES WITH INDIVIDUAL TITLES THAT HAVE SOLD-IN 5 MILLION UNITS
             • Utilized revolutionary facial animation                                • The Midnight Club series created the
               technology and deep story to blur the lines                              open-city street racing genre
               between film and games
             • First video game to be an official selection
               of the Tribeca Film Festival
             • L.A. Noire: The VR Case Files is one of the
               industry’s top-rated virtual reality experiences

                              Max Payne

                                                   • Rockstar Games’ most technologically
                                                     sophisticated and cinematic action-
                                                     shooter to date

                                                                                                                               12
2K
• Sports, shooter, action, role-playing and strategy titles
• Owned IP and long-term licensed brands
• 7 wholly owned studios, some of which have multiple locations
• Relationships with top external studios

                                                              13
NBA 2K SERIES

                                                                                          BEST-SELLING                FRANCHISE
                                                                                           basketball simulation
                                                                                             property based           EXTENDED
                                                                                              on dollar sales         with NBA 2K Online
                                                                                           and units in the US*        in China, NBA 2K
                                                                                                                         Playgrounds 2,
                                                                                                                   NBA 2K Mobile, NBA 2K for
                                                                                                                    Apple Arcade, and NBA
                                                                                                                           SuperCard
                                                                                                Series has
                                                                                               sold-in over
                                                                                           118 MILLION
                                                                                             units worldwide            NBA 2K League,
                                                                                                                     THE FIRST
                                                                                                                    COMPETITIVE
                                                                                                One of the         GAMING LEAGUE
                                                                                              TOP                       jointly owned by
                                                                                                                       a U.S. professional
                                                                                          CONTRIBUTORS                    sports league,
                                                                                           to TTWO’s recurrent        debuted in May 2018
                                                                                            consumer spending

* The NPD Group, Retail & Digital Games Tracking Services: January 1995 - January 2021.

                                                                                                                                               14
2K: DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

Borderlands                                                           BioShock
                     11 SERIES WITH INDIVIDUAL TITLES THAT HAVE SOLD-IN 5 MILLION UNITS
                     • Critically acclaimed, shooter-looter title
                                                                                 • Unique, artistic, narrative-driven shooter
                     • Franchise has sold-in over 72M units
                                                                                 • Franchise has sold-in over 38 million units
                     • Borderlands 3 is 2K’s fastest selling title
                                                                                 • Every game in the BioShock franchise has
                       and has sold-in nearly 14M units to date
                                                                                   received perfect review scores from an
                     • Borderlands 2 is 2K’s top-selling title with                accredited/Metacritic level media outlet
                       over 25M units sold-in to date

Sid Meier’s Civilization                                              XCOM

                     • One of world’s top strategy titles for PC                 • Reimagined classic franchise as critically
                     • Franchise has sold-in over 59 million units                 acclaimed, turn-based strategy game

                     • Successful expansion packs

                                                                                                                                 15
2K: DIVERSE PORTFOLIO OF INDUSTRY-LEADING
INTELLECTUAL PROPERTY

Mafia                                                                         PGA TOUR 2K
                                 11 SERIES WITH INDIVIDUAL TITLES THAT HAVE SOLD-IN 5 MILLION UNITS
                                 • Authentic, action-packed gangster saga                     • PGA TOUR 2K21 sold-in over 2.5 million
                                 • The first Mafia game received numerous                       units to-date
                                   industry awards and nominations                            • Entered exclusive, long-term partnership with
                                   recognizing its gameplay, soundtrack,                        Tiger Woods to appear exclusively in franchise
                                   storyline and graphics                                       and serve as Executive Director/consultant
                                                                                              • Fastest-selling golf game by units
                                                                                                over the past 10 years*
                                                                                              • Highest-rated golf simulation of the
                                                                                                current console generation**

WWE2K                                                                         WWE 2K Battlegrounds

                                 • Successful, long-running World Wrestling                   • Provides casual gamers and diehard
                                   Entertainment video game franchise                           wrestling fans with an over-the-top,
                                                                                                pick-up-and-play experience
                                 • WWE SuperCard is 2K’s highest-grossing                     • Supported with post-launch content
                                 mobile game with more than 24 million
                                 downloads

                                 •WWE 2K22 will launch in March 2022

*The NPD Group   ** Metacritic

                                                                                                                                          16
PRIVATE DIVISION
Publishing label focused on bringing titles from the
industry’s leading creative talent to market

                                                       17
PRIVATE DIVISION KEY RELEASES & PROJECTS
                                               • Launched The Outer Worlds by Obsidian
                                                 Entertainment, including the Peril on Gorgon DLC
                                                 and the Murder on Eridanos DLC
                                               • Publisher of Kerbal Space Program and the
                                                 upcoming Kerbal Space Program 2
                                               • Own and operate Intercept Studios, based in Seattle,
                                                 a team charged with working on games set in the Kerbal
                                                 universe, and other original IP

                                               • Has three titles that have sold in over 1 million units, including
                                                 Ancestors: The Humankind Odyssey, Kerbal Space Program (over
                                                 5 million units) and The Outer Worlds (over 4 million units)
                                               • Announced forthcoming games to be released
                                                 from renowned independent studios:

          • Based in London
                                                                               • BAFTA award-winning studio
          • BAFTA and multi-award- winning
            independent studio                                                 • Best known for their work
                                                                                 developing the critically acclaimed
          • Known for the OlliOlli series
                                                                                 Ori and the Blind Forest and
            and Not a Hero
                                                                                 Ori and the Will of the Wisps
           • Developer of OlliOlli World, to be
             released this Winter in Q422, which is
             an homage to skateboarding and
             flow-state action sports

        COMING SOON: Additional studios and games to be announced.

                                                                                                                       18
T2 MOBILE GAMES

                  19
SUCCESSFUL MOBILE ACQUISITIONS

 FY 2017                         FY 2018                                FY 2019          FY 2020                   FY 2021               FY 2022

Acquired Socialpoint                                                                                    Acquired Playdots           Acquired Nordeus
  in January 2017                                                                                      in September 2020              in June 2021
 for ~$250 million                                                                                      for ~$200 million       for ~$225 million upfront

                                             SOCIALPOINT                                 PLAYDOTS                              NORDEUS
 YEAR FOUNDED                                    2008                                     2013                                    2010

   LOCATION                              BARCELONA                                    NEW YORK                            BELGRADE, SERBIA
    GAMES                     Its five mobile hits – Dragon
                              City, Monster Legends, Word                                                           Top Eleven is the world’s most
                                                                                  Its three mobile hits – Dots, Two
                               Life, World Chef and Tasty                                                             successful mobile soccer
                                                                                  Dots and Dots & Co. – have been management game** with over 250
                                     Town – have been
                                downloaded 640+ million                            downloaded 140+ million times       million registered users
                                          times
                                                                                                                    Top Eleven provides players with a
    GAMES                     2 games in the Top 155 grossing on iOS                 Builds mobile games with       platform for creating and managing
                                           and Android*                            unique and thoughtful designs           their own soccer clubs

           * App Annie, iOS and Google Play combined.                                                                                                20
           * * AppAnnie based upon downloads and revenue through April 2021.
TOP MOBILE GAMES
                    DRAGON CITY                                      MONSTER LEGENDS

 • Originally launched on Facebook in 2012 and          • Launched in 2013
 mobile in January 2013                                 • Consistently charted in the annual top-100 grossing
 • Consistently charted in the annual top-100           mobile games and top-25 grossing
 grossing mobile games and top-20 grossing              RPG games*
 simulation games*

                     TWO DOTS                                             TOP ELEVEN

  • Downloaded 100+ million times, with over 3,700      • The world’s most successful mobile soccer
  levels of content                                     management game

  • Over 1 million Daily Active Users and 5.5 million   • Over 250 million registered users
  Monthly Active Users
                                                        • Provides a platform for creating and managing
  • Selected as an Editor’s Choice in Google Play       soccer clubs, including daily competitions with a
                                                                                                                                    21
  Store and Apple App Store                             global community
                                                                               * Source: App Annie, iOS and Google Play combined.
OUR STRATEGY

               22
COMPANY GROWTH DRIVERS

Strong fundamentals and a healthy balance sheet position us for a
long-term trajectory of growth.

                           KEY BUSINESS DRIVERS INCLUDE:

• Investing in the Company’s strongest development pipeline in its history
• Promoting engagement and growth in recurrent consumer spending
• Expanding our mobile offerings and capabilities
• Implementing new business models, including subscriptions, free-to-play and
  standalone online titles
• Participating in new distribution channels, including streaming/cloud gaming and
  direct-to-consumer
• Pursuing emerging opportunities, such as eSports and expansion in
  underpenetrated markets, including China
• Continued focus on M&A, following successful recent transactions

                                                                                23
FY22-FY24 Pipeline Details

* FY22-24 release estimates provided as of May 18, 2021 – Updated FY23/24 pipeline details to be given with Q4 FY2022 results.
These titles are a snapshot of our current development pipeline. It is likely that some of these titles will not be developed through completion, or some may be
delayed, and we may also add new titles to our slate.
Pipeline Definitions

Immersive Core: Titles that have the deepest gameplay and the most hours of content. Examples
include our key sports franchises (like PGA 2K and NBA 2K) as well as Grand Theft Auto and Red Dead
Redemption (to name a few).

Independent: Private Division releases.

Mobile: Any title released on a mobile platform.

Mid-core: Titles that are either an arcade title (like WWE Battlegrounds) or games that have
many hours of gameplay, but not to the same extent as an immersive core title.

New iterations of prior releases: This includes ports and remastered titles. Sequels would not
fall into this category.

                                                                                                      25
PROMOTING ENGAGEMENT AND GROWTH IN
RECURRENT CONSUMER SPENDING

   VIRTUAL CURRENCY   FREE-TO-PLAY   ADD-ON CONTENT

                                                      26
EXPANDING OUR MOBILE OFFERINGS AND CAPABILITIES

              HIGH-QUALITY, FREE-TO-PLAY IP CREATED FOR MOBILE PLATFORMS

    CORE GAMING EXPERIENCES OPTIMIZED FOR SMALLER SCREENS (NEW RELEASES/PORTS)

   FREE-TO-PLAY APPS RELATED TO CORE FRANCHISES (COMPANION APPS/BRAND EXTENSIONS)

                                                                                    27
IMPLEMENTING NEW BUSINESS MODELS

    SUBSCRIPTIONS                                 FREE-TO-PLAY                        STANDALONE ONLINE TITLES

                                      • 24 Free-to-play titles launching
                                        between fiscal 2022 and fiscal
                                        2024*

                                      • Top existing free-to-play
                                        titles include:

                                                                                         (STANDALONE SKU
                                                                                      LAUNCHING MARCH 2022)

    * Estimate provided on May 18, 2021. No material changes have been made. These titles are a snapshot of our current
    development pipeline. It is likely that some of these titles will not be developed through completion, or some may be   28

    delayed, and we may also add new titles to our slate.
PARTICIPATING IN NEW DISTRIBUTION CHANNELS

                              DIRECT TO CONSUMER

     ROCKSTAR GAME LAUNCHER                        2K GAME LAUNCHER

                         STREAMING/CLOUD GAMING

                                                                      29
PURSUING EMERGING OPPORTUNITIES

                          ESPORTS                                                         CHINA

                                                              • Launched in August 2018
 • Joint venture between Take-Two and the NBA
                                                              • Free-to-play NBA simulation
 • Sponsors/partners include AT&T, Bud Light, Champion,
                                                              • Co-developed by Visual Concepts and Tencent
   DoorDash, Raynor Gaming, SAP, Scuf, Sony and Snickers
                                                              • #1 PC online sports game in China with nearly 55 million
 • Season 4 concluded with Wizards District Gaming winning      registered users across NBA 2K Online 1 and NBA 2K Online
   their second consecutive championship                        2
                                                              • China represents less than 3% of the Company’s Net Bookings
 • Games simulcast live on the NBA 2K League’s Twitch
   and YouTube channels, and can be viewed on ESRevolution,
   eGG Network in Southeast Asia, Loco in India and Sport1
   in Europe

                                                              • Launched on Tencent’s WeGame platform in China in
                                                                February 2021
                                                              • Adds to our successful partnerships with Tencent to bolster
                                                                our offerings in China

                                                                                                                              30
SUCCESSFUL TRACK RECORD OF M&A

                     RECENT ACQUISITIONS INCLUDE:

 FY 2017   FY 2018    FY 2019        FY 2020         FY 2021     FY 2022

                                                                           31
                                                    (Hookbang)
OUR FINANCIALS

                 32
DRIVING LONG-TERM NET BOOKINGS GROWTH
($ in Millions)

                                                                                           CAGR:
                                                                                           FY2017-FY2021

                                                                                 $3,553

                                        $2,929                $2,990
                                                                                  $1,231

                    $1,991                                     $1,413
         $1,904                          $1,730

                      $981                                                                 RECURRENT CONSUMER
         $1,239                                                                            SPENDING CAGR: +37%
                                                                                 $2,322

                                                               $1,577
                                             $1,199
                     $1,010
          $665

         FY 2017     FY 2018             FY 2019               FY 2020           FY 2021

                   Full Game & Other Sales         Recurrent Consumer Spending

                                                                                                             33
NET BOOKINGS ARE DIVERSIFIED ACROSS VARIOUS PLATFORMS
($ in Millions)

                                                                           % OF FY2021
                                                                           NET BOOKINGS

                                                                  $257     MOBILE: 8%
                                       $184             $191
                                                                 $562      PC: 17%
                                       $243
                                                        $602

             $64     $139
            $285     $240

                                      $2,502                     $2,422    CONSOLE: 75%
                                                       $2,198

           $1,555    $1,612

           FY 2017   FY 2018          FY 2019          FY 2020   FY 2021

                           Console   PC and Other   Mobile

                                                                                          34
OUR BUSINESS IS HIGHLY CASH GENERATIVE

                    ADJUSTED UNRESTRICTED
               OPERATING CASH FLOW (NON-GAAP) *                                                                                                          CASH & EQUIVALENTS
                  AND CAPITAL EXPENDITURES                                                                                                                  ($ in Millions)
                          ($ in Millions)

                                                                                                                                                                                                                     $2,732
                                                                                              $920

                                                  $715
                                                                                                                                                                                               $2,022
                                                                        $615

                                                                                                                                                                          $1,571
                           $394                                                                                                $1,392               $1,424
     $331

                                     $62                   $67                    $53                   $69
               $21

        FY 2017               FY 2018                FY 2019               FY 2020               FY 2021                      FY 2017               FY 2018              FY 2019               FY 2020               FY 2021
             Adjusted Unrestricted Operating Cash Flow                         Capital Expenditures                                                                Cash and Equivalents

* During Q2 FY19, the Company began reporting a Non-GAAP measure of financial performance: Adjusted Unrestricted Operating Cash Flow, which is defined as GAAP net cash from operating activities, adjusted for changes in restricted cash.
Prior periods have been restated in the chart above. Please see the slide titled “Non-GAAP Financial Measure” for additional information and a reconciliation to GAAP.

                                                                                                                                                                                                                                     35
OUR CULTURE

              36
OUR RECOGNITIONS

                   37
OUR COMMITMENT TO PHILANTHROPY

       We are committed to supporting numerous charitable
               organizations throughout the world.

                                                            38
GIVING BACK AT TAKE-TWO

We recognize our responsibility and capacity to help be a force for good within our
society. Whether supporting international, national, or local organizations in the
areas where we operate, our Company’s efforts include:

• Industry-wide initiatives led by the Entertainment
  Software Association

• Educational programs, especially for students in
  underserved communities, to develop STEM and creative
  skills that can be helpful in pursuing related college
  degrees and future positions within our industry

• Programs that promote and influence diversity, equity,
  and inclusion in the industry and workplace

• Chambers of commerce, food pantries and shelters, and
  youth programs

• Employee volunteerism opportunities around
  environmental sustainability, mentoring, and preparing
  and serving meals to those in need

                                                                                 39
NON-GAAP FINANCIAL MEASURE
In addition to reporting financial results in accordance with U.S. generally accepted accounting principles (GAAP), the Company uses a
Non-GAAP measure of financial performance: Adjusted Unrestricted Operating Cash Flow, which is defined as GAAP net cash from
operating activities, adjusted for changes in restricted cash. The Company’s management believes it is important to consider Adjusted
Unrestricted Operating Cash Flow, in addition to net cash from operating activities, as it provides more transparency into current business
trends without regard to the timing of payments from restricted cash, which is primarily related to a dedicated account limited to the
payment of certain internal royalty obligations.

This Non-GAAP financial measure is not intended to be considered in isolation from, as a substitute for, or superior to, GAAP results. This
Non-GAAP financial measure may be different from similarly titled measures used by other companies. In the future, Take-Two may also
consider whether other items should also be excluded in calculating this Non-GAAP financial measure used by the Company.

Management believes that the presentation of this Non-GAAP financial measure provides investors with additional useful information to
measure Take-Two’s financial and operating performance. In particular, this measure facilitates comparison of our operating performance
between periods and may help investors to understand better the operating results of Take-Two. Internally, management uses this Non-
GAAP financial measure in assessing the Company’s operating results and in planning and forecasting. A reconciliation of this Non-GAAP
financial measure to the most comparable GAAP measure is contained in the chart below.

                TAKE-TWO INTERACTIVE SOFTWARE, INC. and SUBSIDIARIES
                RECONCILIATION OF GAAP TO NON-GAAP MEASURE
                (in thousands)

                                                                                                                       Twelve months ended March 31,
                                                                                                 2021                2020             2019           2018 (2)            2017 (2)
                Net cash from operating activities                                         $       912,318      $      685,678     $ 843,515      $ 493,527             $ 407,903
                                                                          (1)
                    Net change in Restricted cash related to Operations                              7,965             (70,267)           (128,063)          (99,580)         (76,649)
                Adjusted Unrestricted Operating Cash Flow                                  $       920,283      $      615,411      $      715,452     $     393,947    $     331,254

                                                                                               FY 2021              FY 2020              FY 2019           FY 2018          FY 2017
                     Restricted cash beginning of period (4/1)                             $      635,728       $      565,461      $      437,398     $     337,818    $     261,169
                     Less Restricted cash end of period (3/31)                                    637,363              635,728             565,461           437,398          337,818
                     Plus Restricted cash related to acquisitions                                   9,600                  -                    -                -                -
                     (1)
                         Net change in Restricted cash related to Operations               $        7,965             ($ 70,267)         ($ 128,063)       ($ 99,580)       ($ 76,649)

                 (2) During fiscal year 2019 the Company adopted ASU ASU 2016-18, Statement of Cash Flows (Topic 230): Restricted Cash
                                                                                                                                                                                         40
THANK YOU

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